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	<id>https://wiki.alliedmods.net/index.php?action=history&amp;feed=atom&amp;title=CDEagle_Offset_List_%28Counter-Strike%3A_Source%29</id>
	<title>CDEagle Offset List (Counter-Strike: Source) - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.alliedmods.net/index.php?action=history&amp;feed=atom&amp;title=CDEagle_Offset_List_%28Counter-Strike%3A_Source%29"/>
	<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CDEagle_Offset_List_(Counter-Strike:_Source)&amp;action=history"/>
	<updated>2026-05-16T11:09:48Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.31.6</generator>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CDEagle_Offset_List_(Counter-Strike:_Source)&amp;diff=7792&amp;oldid=prev</id>
		<title>Chrisber: Updated 30. July (offset change)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CDEagle_Offset_List_(Counter-Strike:_Source)&amp;diff=7792&amp;oldid=prev"/>
		<updated>2010-07-30T21:23:09Z</updated>

		<summary type="html">&lt;p&gt;Updated 30. July (offset change)&lt;/p&gt;
&lt;a href=&quot;https://wiki.alliedmods.net/index.php?title=CDEagle_Offset_List_(Counter-Strike:_Source)&amp;amp;diff=7792&amp;amp;oldid=7748&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Chrisber</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CDEagle_Offset_List_(Counter-Strike:_Source)&amp;diff=7748&amp;oldid=prev</id>
		<title>DaFox: /* The List */  Updated Offsets for the CSS Source2009 port</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CDEagle_Offset_List_(Counter-Strike:_Source)&amp;diff=7748&amp;oldid=prev"/>
		<updated>2010-06-25T00:30:17Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;The List: &lt;/span&gt;  Updated Offsets for the CSS Source2009 port&lt;/span&gt;&lt;/p&gt;
&lt;a href=&quot;https://wiki.alliedmods.net/index.php?title=CDEagle_Offset_List_(Counter-Strike:_Source)&amp;amp;diff=7748&amp;amp;oldid=5794&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>DaFox</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CDEagle_Offset_List_(Counter-Strike:_Source)&amp;diff=5794&amp;oldid=prev</id>
		<title>Your-name-here: New page: For use when using virtual offsets.  This is a list of CDEagle Offsets. These are the &lt;b&gt;Windows&lt;/b&gt; offsets. &lt;b&gt;Linux offsets are 1 greater.&lt;/b&gt;  == The ...</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CDEagle_Offset_List_(Counter-Strike:_Source)&amp;diff=5794&amp;oldid=prev"/>
		<updated>2008-05-02T15:58:09Z</updated>

		<summary type="html">&lt;p&gt;New page: For use when using &lt;a href=&quot;/Virtual_Offsets_(Source_Mods)&quot; title=&quot;Virtual Offsets (Source Mods)&quot;&gt;virtual offsets&lt;/a&gt;.  This is a list of CDEagle Offsets. These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;  == The ...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;For use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
This is a list of CDEagle Offsets. These are the &amp;lt;b&amp;gt;Windows&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Linux offsets are 1 greater.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Added May 2, 2008&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00B4BD00&lt;br /&gt;
// from &amp;quot;server_i486.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CDEagle::~CDEagle()&lt;br /&gt;
1	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
2	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
3	CBaseEntity::GetCollideable(void)&lt;br /&gt;
4	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
5	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
6	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
7	CBaseEntity::GetModelName(void)const&lt;br /&gt;
8	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
9	CDEagle::_GetClassName(void)&lt;br /&gt;
10	CDEagle::GetServerClass(void)&lt;br /&gt;
11	CDEagle::GetClassName(void)&lt;br /&gt;
12	CDEagle::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
13	CWeaponCSBase::GetDataDescMap(void)&lt;br /&gt;
14	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
15	CBaseAnimating::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
16	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
17	CBaseEntity::ShouldCollide(int,int)const&lt;br /&gt;
18	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
19	CBaseEntity::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
20	CBaseCombatWeapon::UpdateTransmitState(void)&lt;br /&gt;
21	CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
22	CBaseEntity::GetTracerType(void)&lt;br /&gt;
23	CDEagle::Spawn(void)&lt;br /&gt;
24	CWeaponCSBase::Precache(void)&lt;br /&gt;
25	CBaseAnimating::SetModel(char  const*)&lt;br /&gt;
26	CBaseEntity::PostConstructor(char  const*)&lt;br /&gt;
27	CBaseEntity::PostClientActive(void)&lt;br /&gt;
28	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
29	CWeaponCSBase::KeyValue(char  const*,char  const*)&lt;br /&gt;
30	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
31	CBaseEntity::KeyValue(char  const*,Vector)&lt;br /&gt;
32	CBaseCombatWeapon::Activate(void)&lt;br /&gt;
33	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
34	CBaseCombatWeapon::ObjectCaps(void)&lt;br /&gt;
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
37	CBaseEntity::DrawDebugGeometryOverlays(void)&lt;br /&gt;
38	CBaseAnimating::DrawDebugTextOverlays(void)&lt;br /&gt;
39	CBaseEntity::Save(ISave &amp;amp;)&lt;br /&gt;
40	CBaseEntity::Restore(IRestore &amp;amp;)&lt;br /&gt;
41	CBaseEntity::ShouldSavePhysics(void)&lt;br /&gt;
42	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
43	CBaseAnimating::OnRestore(void)&lt;br /&gt;
44	CBaseEntity::RequiredEdictIndex(void)&lt;br /&gt;
45	CBaseEntity::MoveDone(void)&lt;br /&gt;
46	CBaseEntity::Think(void)&lt;br /&gt;
47	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
48	CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
49	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
50	CBaseEntity::GetResponseSystem(void)&lt;br /&gt;
51	CBaseEntity::DispatchResponse(char  const*)&lt;br /&gt;
52	CBaseEntity::Classify(void)&lt;br /&gt;
53	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
55	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
56	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
58	CBaseEntity::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
60	CBaseEntity::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
61	CBaseEntity::TakeHealth(float,int)&lt;br /&gt;
62	CBaseEntity::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
63	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
64	CBaseEntity::BloodColor(void)&lt;br /&gt;
65	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
66	CBaseEntity::IsNPC(void)const&lt;br /&gt;
67	CBaseEntity::MyCombatCharacterPointer(void)&lt;br /&gt;
68	CBaseEntity::GetDelay(void)&lt;br /&gt;
69	CBaseEntity::IsMoving(void)&lt;br /&gt;
70	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
71	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
72	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
73	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
74	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
75	CBaseEntity::IsPlayer(void)const&lt;br /&gt;
76	CBaseEntity::IsNetClient(void)const&lt;br /&gt;
77	CBaseEntity::IsTemplate(void)&lt;br /&gt;
78	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
79	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
80	CBaseEntity::IsViewable(void)&lt;br /&gt;
81	CBaseEntity::ChangeTeam(int)&lt;br /&gt;
82	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
83	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
84	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
85	CBaseEntity::GetEnemy(void)&lt;br /&gt;
86	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
87	CBaseCombatWeapon::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)&lt;br /&gt;
88	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
89	CBaseEntity::Touch(CBaseEntity*)&lt;br /&gt;
90	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
91	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
92	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
93	CBaseEntity::EndBlocked(void)&lt;br /&gt;
94	CBaseEntity::PhysicsSimulate(void)&lt;br /&gt;
95	CBaseEntity::UpdateOnRemove(void)&lt;br /&gt;
96	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
97	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
98	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
99	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
100	CBaseCombatWeapon::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
101	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
102	CBaseEntity::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
103	CWeaponCSBase::Respawn(void)&lt;br /&gt;
104	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
105	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
106	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
107	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
108	CBaseEntity::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
109	CBaseEntity::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
110	CBaseEntity::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
111	CBaseEntity::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
112	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
113	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
114	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
115	CBaseEntity::GetDamage(void)&lt;br /&gt;
116	CBaseEntity::SetDamage(float)&lt;br /&gt;
117	CBaseEntity::EyePosition(void)&lt;br /&gt;
118	CBaseEntity::EyeAngles(void)&lt;br /&gt;
119	CBaseEntity::LocalEyeAngles(void)&lt;br /&gt;
120	CBaseEntity::EarPosition(void)&lt;br /&gt;
121	CBaseEntity::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
122	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
123	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
124	CBaseEntity::GetViewOffset(void)&lt;br /&gt;
125	CBaseEntity::GetSmoothedVelocity(void)&lt;br /&gt;
126	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
127	CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)&lt;br /&gt;
128	CBaseEntity::FVisible(Vector  const&amp;amp;,int,CBaseEntity**)&lt;br /&gt;
129	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
130	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
131	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
132	CBaseEntity::CanBePoweredUp(void)&lt;br /&gt;
133	CBaseEntity::AttemptToPowerup(int,float,float,CBaseEntity*,CDamageModifier *)&lt;br /&gt;
134	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
135	CWeaponCSBase::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
136	CBaseEntity::Splash(void)&lt;br /&gt;
137	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
138	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
139	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
140	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
141	CBaseEntity::VPhysicsDestroyObject(void)&lt;br /&gt;
142	CBaseEntity::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
143	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
144	CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
145	CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
146	CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
147	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
148	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
149	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
150	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
151	CBaseEntity::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
152	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
153	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
154	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
155	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
156	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
157	CBaseEntity::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
158	CBaseEntity::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
159	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
160	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
161	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
162	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
163	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
164	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
165	CBaseEntity::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
166	CBaseEntity::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
167	CBaseEntity::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
168	CBaseEntity::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
169	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
170	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
171	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
172	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
173	CBaseAnimating::StudioFrameAdvance(void)&lt;br /&gt;
174	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
175	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
176	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
177	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
178	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
179	CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
180	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
181	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
182	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
183	CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)&lt;br /&gt;
184	CBaseCombatWeapon::HandleAnimEvent(animevent_t *)&lt;br /&gt;
185	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
186	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
187	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
188	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
189	CBaseAnimating::Extinguish(void)&lt;br /&gt;
190	CBaseAnimating::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
191	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
192	CWeaponCSBase::IsPredicted(void)const&lt;br /&gt;
193	CBaseCombatWeapon::GetSubType(void)&lt;br /&gt;
194	CBaseCombatWeapon::SetSubType(int)&lt;br /&gt;
195	CBaseCombatWeapon::Equip(CBaseCombatCharacter *)&lt;br /&gt;
196	CWeaponCSBase::Drop(Vector  const&amp;amp;)&lt;br /&gt;
197	CBaseCombatWeapon::UpdateClientData(CBasePlayer *)&lt;br /&gt;
198	CBaseCombatWeapon::IsAllowedToSwitch(void)&lt;br /&gt;
199	CWeaponCSBase::CanBeSelected(void)&lt;br /&gt;
200	CBaseCombatWeapon::VisibleInWeaponSelection(void)&lt;br /&gt;
201	CBaseCombatWeapon::HasAmmo(void)&lt;br /&gt;
202	CBaseCombatWeapon::SetPickupTouch(void)&lt;br /&gt;
203	CWeaponCSBase::DefaultTouch(CBaseEntity *)&lt;br /&gt;
204	CBaseCombatWeapon::ShouldDisplayHUDHint(void)&lt;br /&gt;
205	CBaseCombatWeapon::DisplayAltFireHudHint(void)&lt;br /&gt;
206	CBaseCombatWeapon::SetViewModelIndex(int)&lt;br /&gt;
207	CWeaponCSBase::SendWeaponAnim(int)&lt;br /&gt;
208	CBaseCombatWeapon::SendViewModelAnim(int)&lt;br /&gt;
209	CBaseCombatWeapon::SetViewModel(void)&lt;br /&gt;
210	CBaseCombatWeapon::HasWeaponIdleTimeElapsed(void)&lt;br /&gt;
211	CBaseCombatWeapon::SetWeaponIdleTime(float)&lt;br /&gt;
212	CBaseCombatWeapon::GetWeaponIdleTime(void)&lt;br /&gt;
213	CBaseCombatWeapon::HasAnyAmmo(void)&lt;br /&gt;
214	CBaseCombatWeapon::HasPrimaryAmmo(void)&lt;br /&gt;
215	CBaseCombatWeapon::HasSecondaryAmmo(void)&lt;br /&gt;
216	CBaseCombatWeapon::CanHolster(void)&lt;br /&gt;
217	CWeaponCSBase::DefaultDeploy(char *,char *,int,char *)&lt;br /&gt;
218	CWeaponCSBase::CanDeploy(void)&lt;br /&gt;
219	CDEagle::Deploy(void)&lt;br /&gt;
220	CWeaponCSBase::Holster(CBaseCombatWeapon *)&lt;br /&gt;
221	CBaseCombatWeapon::GetLastWeapon(void)&lt;br /&gt;
222	CBaseCombatWeapon::SetWeaponVisible(bool)&lt;br /&gt;
223	CBaseCombatWeapon::IsWeaponVisible(void)&lt;br /&gt;
224	CBaseCombatWeapon::ReloadOrSwitchWeapons(void)&lt;br /&gt;
225	CBaseCombatWeapon::ItemPreFrame(void)&lt;br /&gt;
226	CWeaponCSBase::ItemPostFrame(void)&lt;br /&gt;
227	CBaseCombatWeapon::ItemBusyFrame(void)&lt;br /&gt;
228	CBaseCombatWeapon::ItemHolsterFrame(void)&lt;br /&gt;
229	CDEagle::WeaponIdle(void)&lt;br /&gt;
230	CBaseCombatWeapon::HandleFireOnEmpty(void)&lt;br /&gt;
231	CBaseCombatWeapon::IsWeaponZoomed(void)&lt;br /&gt;
232	CBaseCombatWeapon::CheckReload(void)&lt;br /&gt;
233	CBaseCombatWeapon::FinishReload(void)&lt;br /&gt;
234	CBaseCombatWeapon::AbortReload(void)&lt;br /&gt;
235	CDEagle::Reload(void)&lt;br /&gt;
236	CDEagle::PrimaryAttack(void)&lt;br /&gt;
237	CWeaponCSBase::SecondaryAttack(void)&lt;br /&gt;
238	CBaseCombatWeapon::GetPrimaryAttackActivity(void)&lt;br /&gt;
239	CBaseCombatWeapon::GetSecondaryAttackActivity(void)&lt;br /&gt;
240	CBaseCombatWeapon::GetDrawActivity(void)&lt;br /&gt;
241	CWeaponCSBase::GetDefaultAnimSpeed(void)&lt;br /&gt;
242	CBaseCombatWeapon::GetBulletType(void)&lt;br /&gt;
243	CWeaponCSBase::GetBulletSpread(void)&lt;br /&gt;
244	CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t)&lt;br /&gt;
245	CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t)&lt;br /&gt;
246	CBaseCombatWeapon::GetFireRate(void)&lt;br /&gt;
247	CBaseCombatWeapon::GetMinBurst(void)&lt;br /&gt;
248	CBaseCombatWeapon::GetMaxBurst(void)&lt;br /&gt;
249	CBaseCombatWeapon::GetMinRestTime(void)&lt;br /&gt;
250	CBaseCombatWeapon::GetMaxRestTime(void)&lt;br /&gt;
251	CBaseCombatWeapon::GetRandomBurst(void)&lt;br /&gt;
252	CBaseCombatWeapon::WeaponSound(WeaponSound_t,float)&lt;br /&gt;
253	CBaseCombatWeapon::StopWeaponSound(WeaponSound_t)&lt;br /&gt;
254	CBaseCombatWeapon::GetProficiencyValues(void)&lt;br /&gt;
255	CBaseCombatWeapon::GetMaxAutoAimDeflection(void)&lt;br /&gt;
256	CBaseCombatWeapon::StartSprinting(void)&lt;br /&gt;
257	CBaseCombatWeapon::StopSprinting(void)&lt;br /&gt;
258	CBaseCombatWeapon::GetDamage(float,int)&lt;br /&gt;
259	CBaseCombatWeapon::SetActivity(Activity,float)&lt;br /&gt;
260	CBaseCombatWeapon::AddViewKick(void)&lt;br /&gt;
261	CBaseCombatWeapon::GetDeathNoticeName(void)&lt;br /&gt;
262	CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter *)&lt;br /&gt;
263	CWeaponCSBase::AddViewmodelBob(CBaseViewModel *,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
264	CWeaponCSBase::CalcViewmodelBob(void)&lt;br /&gt;
265	CBaseCombatWeapon::GetControlPanelInfo(int,char  const*&amp;amp;)&lt;br /&gt;
266	CBaseCombatWeapon::GetControlPanelClassName(int,char  const*&amp;amp;)&lt;br /&gt;
267	CBaseCombatWeapon::ShouldShowControlPanels(void)&lt;br /&gt;
268	CBaseCombatWeapon::CanBePickedUpByNPCs(void)&lt;br /&gt;
269	CWeaponCSBase::GetViewModel(int)const&lt;br /&gt;
270	CBaseCombatWeapon::GetWorldModel(void)const&lt;br /&gt;
271	CBaseCombatWeapon::GetAnimPrefix(void)const&lt;br /&gt;
272	CBaseCombatWeapon::GetMaxClip1(void)const&lt;br /&gt;
273	CBaseCombatWeapon::GetMaxClip2(void)const&lt;br /&gt;
274	CBaseCombatWeapon::GetDefaultClip1(void)const&lt;br /&gt;
275	CBaseCombatWeapon::GetDefaultClip2(void)const&lt;br /&gt;
276	CBaseCombatWeapon::GetWeight(void)const&lt;br /&gt;
277	CBaseCombatWeapon::AllowsAutoSwitchTo(void)const&lt;br /&gt;
278	CBaseCombatWeapon::AllowsAutoSwitchFrom(void)const&lt;br /&gt;
279	CBaseCombatWeapon::GetWeaponFlags(void)const&lt;br /&gt;
280	CBaseCombatWeapon::GetSlot(void)const&lt;br /&gt;
281	CBaseCombatWeapon::GetPosition(void)const&lt;br /&gt;
282	CBaseCombatWeapon::GetName(void)const&lt;br /&gt;
283	CBaseCombatWeapon::GetPrintName(void)const&lt;br /&gt;
284	CBaseCombatWeapon::GetShootSound(int)const&lt;br /&gt;
285	CBaseCombatWeapon::GetRumbleEffect(void)const&lt;br /&gt;
286	CBaseCombatWeapon::UsesClipsForAmmo1(void)const&lt;br /&gt;
287	CBaseCombatWeapon::UsesClipsForAmmo2(void)const&lt;br /&gt;
288	CBaseCombatWeapon::GetEncryptionKey(void)&lt;br /&gt;
289	CBaseCombatWeapon::GetPrimaryAmmoType(void)const&lt;br /&gt;
290	CBaseCombatWeapon::GetSecondaryAmmoType(void)const&lt;br /&gt;
291	CBaseCombatWeapon::GetSpriteActive(void)const&lt;br /&gt;
292	CBaseCombatWeapon::GetSpriteInactive(void)const&lt;br /&gt;
293	CBaseCombatWeapon::GetSpriteAmmo(void)const&lt;br /&gt;
294	CBaseCombatWeapon::GetSpriteAmmo2(void)const&lt;br /&gt;
295	CBaseCombatWeapon::GetSpriteCrosshair(void)const&lt;br /&gt;
296	CBaseCombatWeapon::GetSpriteAutoaim(void)const&lt;br /&gt;
297	CBaseCombatWeapon::GetSpriteZoomedCrosshair(void)const&lt;br /&gt;
298	CBaseCombatWeapon::GetSpriteZoomedAutoaim(void)const&lt;br /&gt;
299	CBaseCombatWeapon::ActivityOverride(Activity,bool *)&lt;br /&gt;
300	CBaseCombatWeapon::ActivityList(void)&lt;br /&gt;
301	CBaseCombatWeapon::ActivityListCount(void)&lt;br /&gt;
302	CBaseCombatWeapon::FallInit(void)&lt;br /&gt;
303	CBaseCombatWeapon::FallThink(void)&lt;br /&gt;
304	CWeaponCSBase::Materialize(void)&lt;br /&gt;
305	CWeaponCSBase::CheckRespawn(void)&lt;br /&gt;
306	CBaseCombatWeapon::Delete(void)&lt;br /&gt;
307	CBaseCombatWeapon::Kill(void)&lt;br /&gt;
308	CBaseCombatWeapon::CapabilitiesGet(void)&lt;br /&gt;
309	CWeaponCSBase::IsRemoveable(void)&lt;br /&gt;
310	CBaseCombatWeapon::WeaponLOSCondition(Vector  const&amp;amp;,Vector  const&amp;amp;,bool)&lt;br /&gt;
311	CBaseCombatWeapon::WeaponRangeAttack1Condition(float,float)&lt;br /&gt;
312	CBaseCombatWeapon::WeaponRangeAttack2Condition(float,float)&lt;br /&gt;
313	CBaseCombatWeapon::WeaponMeleeAttack1Condition(float,float)&lt;br /&gt;
314	CBaseCombatWeapon::WeaponMeleeAttack2Condition(float,float)&lt;br /&gt;
315	CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter *)&lt;br /&gt;
316	CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *,CBaseCombatCharacter *)&lt;br /&gt;
317	CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter *,bool)&lt;br /&gt;
318	CWeaponCSBase::BulletWasFired(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
319	CWeaponCSBase::ShouldRemoveOnRoundRestart(void)&lt;br /&gt;
320	CWeaponCSBase::DefaultReload(int,int,int)&lt;br /&gt;
321	CWeaponCSBase::IsAwp(void)const&lt;br /&gt;
322	CWeaponCSBase::GetMaxSpeed(void)const&lt;br /&gt;
323	CDEagle::GetWeaponID(void)const&lt;br /&gt;
324	CWeaponCSBase::IsSilenced(void)const&lt;br /&gt;
325	CWeaponCSBase::SetWeaponModelIndex(char  const*)&lt;br /&gt;
326	CWeaponCSBase::UpdateShieldState(void)&lt;br /&gt;
327	CWeaponCSBase::GetDeployActivity(void)&lt;br /&gt;
328	CWeaponCSBase::DefaultPistolReload(void)&lt;br /&gt;
329	CDEagle::UseDecrement(void)&lt;br /&gt;
330	std::bad_cast::~bad_cast()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Your-name-here</name></author>
		
	</entry>
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